Zombie Defense – Squad Members

There are numerous variants of recruits available for your squad, each one with unique weapons and skills. You can have as many recruits as your squad size allows, and you can freely mix their types (Note that the game has several special "Challenge" missions where your squad will consist of one type of recruit only - for instance, a group of Trappers, surrounded and cut off from the other units, will have to fight their way through the enemy).

Sheriff

Weapon: Colt M1911

Rate: medium Range: low

Damage: low

Advantages: basic unit with unlimited ammo, low cost of maintenance and support.

Trapper

Weapon: Remington Model 798 rifle, 1 stick of dynamite

Rate: medium

Range: medium Damage: medium

Advantages: accurate and powerful at medium range, explosive weaponry.

Enforcer

Weapon: Shotgun

Rate: slow

Range: short Damage: high to very high

Advantages: extremely high damage, high stamina and resistance.

Marine

Weapon: M16 Rate: fast

Range: medium to long

Damage: medium to high

Advantages: high rate of fire, accuracy and power.

Sniper

Weapon: M24 bolt-action SWS sniper rifle

Rate: slow

Range: very long Damage: high

Advantages: extremely high range and accuracy.

Survivalist

Weapon: Colt M1911, 5 grenades

Ratio: medium

Range: short Damage: low (handgun), high (explosives)

Advantages: high number of explosives, efficient against enemy clusters.

Mercenary

Weapon: AK-47, 3 Molotov Cocktails

Rate: fast. Range: medium to long

Damage: high

Advantages: high accuracy and power, equipped with Molotov cocktails to stop the enemy

Commando

Weapon: chaingun

Rate: very fast

Range: long Damage: very high

Advantages: high rate of fire, extreme damage.

Chainsaw

Weapon: chainsaw

Rate: low Range: very short

Damage: very high (close quarters / melee)

Advantages: extreme damage, high resistance.

Bazooka

Weapon: bazooka Rate: low Range: high Damage: very high Advantages: extreme damage, very effective against clusters of zombies.

Tesla

Weapon: Tesla gun

Rate: medium

Range: high

Damage: very high

Advantages: electricity-based gun that burns the nervous system of any zombie. High power and range. Very effective against clusters of zombies: one discharge can hit numerous enemies at once (up to 6 with upgrades.)

Grenade Launcher

Weapon: M16 + grenade launcher

Rate: high / low (grenade) Range: medium / high

Damage: high

Advantages: combines the Marine's M16 and its excellent combat balance with a grenade launcher that hits the zombies at medium to high range.

Pyromaniac

Weapon: Incendiary grenades

Rate: low Range: high

Damage: very high

Advantages: armed with incendiary grenades to stop and destroy zombies. Infinite number of explosives, high range and mobility. Very effective against groups of crawlers.

SWAT Operator

Weapon: Nightstick, Ballistic Shield

Rate: low Range: short

Damage: medium

Advantages: easily blocks incoming zombies, even in high numbers. Can completely cut off zombie waves from coming in, when placed in a narrow passage. High resistance.

Eliminator

Weapon: Crossbow Rate: medium

Range: high

Damage: high

Advantages: high accuracy and effectiveness, income per each shot zombie increased 2 times (small wounds left by crossbow bolts makes shot zombie corpses twice as valuable.)

Freezer

Weapon: Liquid nitrogen

Rate: medium Range: medium

Damage: high

Advantages: shoots pressurized liquid nitrogen, instantly freezing zombies.

Special Squad Members

Butcher

Weapon: N/A

Rate: N/A

Range: N/A

Damage: N/A

Advantages: the Butcher does not engage the zombies, but will lure them in by tossing pieces of raw flesh at them. Zombies can be coaxed to move away from weakened squad members, or lured into traps. While eating, zombies are immobile and exposed, making them 3 times easier to kill.

Decoy

Weapon: N/A

Rate: N/A

Range: N/A

Damage: N/A

Advantages: the Decoys are bio-engineered zombie clones with stripped nervous systems. They emit pheromones to lure zombies in, and can save actual squad members in dire situations, or be used to keep zombies in one place (e.g. to toss an explosive at them.) Their metal skeletons make them highly resistant to zombie attacks.

Self-controlled weapons

Sentry Gun

Weapon: Turret-Based Automatic Gun

Rate: fast Range: medium

Damage: high

Advantages: high rate of fire, automatic, resistant to attacks. Can be upgraded to detect motion and to use explosive ammunition

Double Sentry Gun

Weapon: Turret-Based Automatic Gun

Rate: fast

Range: medium

Damage: very high

Advantages: extremely powerful, high rate of fire, automatic, resistant to attacks. Can be upgraded to detect motion and to use explosive ammunition

Flamethrower Turret

Weapon: flamethrower

Rate: medium

Range: medium

Damage: very high

Advantages: extreme damage. Flame cannot be extinguished by zombies and will burn until it destroys them

Freezer Turret

Weapon: liquid nitrogen

Rate: medium

Range: short Damage: high

Advantages: operates similarly to the flamethrower turret, but instead of burning zombies, it freezes them with liquid nitrogen.

Laser Turret

Weapon: laser ray

Rate: very low

Range: medium

Damage: extremely high

Advantages: high precision, extreme damage. Can easily destroy Boss zombies. Will not be attacked by zombies

Tesla Tower

Weapon: Tesla gun

Rate: medium Range: high

Damage: extremely high

Advantages: an automated Tesla gun mounted on a self-powered and self-controlling tower. Targets zombies automatically. Will not be attacked by zombies

Drone

Weapon: cannon / missiles

Rate: medium

Range: high

Damage: medium / very high

Advantages: drones fly above the battlefield, engaging zombies within their ranges. Can be enhanced and equipped with missiles to destroy large clusters of zombies